[project1dev] Re: Project1 - SVN Update 139

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 19 May 2009 13:27:15 -0700

Eric was saying that he wanted it to make sense. So no more guys frantically
running in strange patterns and more guys slowly mining or walking around. I
think this will lead to there being less guys. I also liked having a few
that are hard to dodge and sneaky. I also like the idea of there being a
couple that you can't get past unless you make them leave their starting
path and sneak in while they are chasing you.

On Tue, May 19, 2009 at 1:22 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> Ok, do you have any particular arrangements you want me to do?  I was
> going thru the file and I can make sense of it, but I can just ask you
> for things as I need them
>
> Do you want me to lessen the amount of enemies, and place them at
> different intervals?
>
> On Tue, May 19, 2009 at 1:19 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
> > Chris if you want to change enemy positions you can. You can edit it all
> in
> > cavemap.lua If you need help let me know. With cavemap.lua you can easily
> > edit enemy pathing and non chase speed. It should make enough sense.
> >
> > I don't really want to go through the cave and move around all the
> enemies
> > right now but I will if no one else wants to.
> >
> > On Tue, May 19, 2009 at 1:16 PM, Kent Petersen <kentkmp@xxxxxxxxx>
> wrote:
> >>
> >> The enemy positions will be tweaked some. In the end, I expect less
> >> enemies and less erratic patterns
> >>
> >> On Tue, May 19, 2009 at 1:14 PM, Chris Riccobono <crysalim@xxxxxxxxx>
> >> wrote:
> >>>
> >>> I realized the answer to my question right after asking it too
> >>> (obviously yes cuz the boss is faster) but I wanted to know just for
> >>> future enemies.
> >>>
> >>> The way you have it now seems good, esp because nothing -has- to be
> >>> encountered but some of them are almost impossible to dodge (like the
> >>> group of two about halfway thru the cave)
> >>>
> >>> On Tue, May 19, 2009 at 1:12 PM, Kent Petersen <kentkmp@xxxxxxxxx>
> wrote:
> >>> > Yes, the speed is adjustable. Currently they all share the same chase
> >>> > speed,
> >>> > same amount of chase time, and aggro range. They are all adjustable.
> >>> > Feedback is welcome and I am more than happy to change any or all of
> >>> > those
> >>> > variables
> >>> >
> >>> > On Tue, May 19, 2009 at 1:08 PM, Chris Riccobono <crysalim@xxxxxxxxx
> >
> >>> > wrote:
> >>> >>
> >>> >> Yeah, it's actually really fun trying to evade them now.  With your
> >>> >> thing about the corner, you can't specifically run to a corner to
> duke
> >>> >> them out cuz they'll catch you, but if you run along a wall, and
> then
> >>> >> swerve around them, that will work.  If you want that not to be
> >>> >> possible certain enemies could probably just have a extra radius of
> >>> >> what they touch you with
> >>> >>
> >>> >> Kent, are you able to set the speed at which they chase?
> >>> >>
> >>> >> On Tue, May 19, 2009 at 1:06 PM, eric drewes <figarus@xxxxxxxxx>
> >>> >> wrote:
> >>> >> > can't wait to try it :) sounds like its working great
> >>> >> >
> >>> >> > On Tue, May 19, 2009 at 4:05 PM, Kent Petersen <kentkmp@xxxxxxxxx
> >
> >>> >> > wrote:
> >>> >> >>
> >>> >> >> Thanks Chris
> >>> >> >>
> >>> >> >> On Tue, May 19, 2009 at 1:04 PM, Kent Petersen <
> kentkmp@xxxxxxxxx>
> >>> >> >> wrote:
> >>> >> >>>
> >>> >> >>> If you see it in action, I think what you want is currently
> >>> >> >>> covered.
> >>> >> >>> If
> >>> >> >>> not let me know and I'll see what I can do
> >>> >> >>>
> >>> >> >>> On Tue, May 19, 2009 at 1:03 PM, eric drewes <figarus@xxxxxxxxx
> >
> >>> >> >>> wrote:
> >>> >> >>>>
> >>> >> >>>> hey kent, sounds great!  hey i dunno how do-able this is but i
> >>> >> >>>> was
> >>> >> >>>> also
> >>> >> >>>> thinking that if you get chased into a deadend, maybe they
> would
> >>> >> >>>> block the
> >>> >> >>>> path so you'd be forced to engage them to get out.  just an
> idea
> >>> >> >>>> :)
> >>> >> >>>>
> >>> >> >>>> On Tue, May 19, 2009 at 3:58 PM, Apache User
> >>> >> >>>> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
> >>> >> >>>>>
> >>> >> >>>>> User:korgath
> >>> >> >>>>>
> >>> >> >>>>> Message: I think you guys will like this one a lot =D
> >>> >> >>>>>
> >>> >> >>>>> If the player is close the miners will now chase for 100 units
> >>> >> >>>>> of
> >>> >> >>>>> time
> >>> >> >>>>> then return to their original pathing.
> >>> >> >>>>>
> >>> >> >>>>> Minor bug: If there is a major turn between the starting point
> >>> >> >>>>> and
> >>> >> >>>>> where the unit ends before they stop chasing they may not find
> >>> >> >>>>> their
> >>> >> >>>>> way
> >>> >> >>>>> home.
> >>> >> >>>>>
> >>> >> >>>>> todo: per eric, make less miners and make miners have
> realistic
> >>> >> >>>>> pathing
> >>> >> >>>>>
> >>> >> >>>>> <Files Changed>
> >>> >> >>>>> D   Personal/Kent/miner.lua
> >>> >> >>>>> A   Scripts/Behaviors/chase.lua
> >>> >> >>>>> U   Scripts/Enemies/miner.lua
> >>> >> >>>>> U   Scripts/Maps/cavemap.lua
> >>> >> >>>>>
> >>> >> >>>>>
> >>> >> >>>>
> >>> >> >>>
> >>> >> >>
> >>> >> >
> >>> >> >
> >>> >>
> >>> >
> >>> >
> >>>
> >>
> >
> >
>
>

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